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Hexblade Patron: Pact of the Blade


Hit Points

Hit Dice: d8 per Hexblade Patron: Pact of the Blade level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

Armor: Light Armor, Medium Armor (at level 3)
Weapons: Simple Weapons, Martial Weapons (At level 3)
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose 3 skills from: Deception, Intimidation, Performance, Persuasion Acrobatics, Sleight of Hand, Stealth Arcana, History, Investigation, Nature, Religion Athletics Animal Handling, Insight, Medicine, Perception, Survival

Overview & Creation

Your weapon is a special one unlike any other. It talks you. and no, you arent crazy. it just does. Your weapon is sentient. It is also your patron.


Class Features

Expanded Spell List

Spell Level
1 Shield Bless
2 Blur Spiritual Weapon
3 Haste Crusader's Mantle
4 Mordenkainen's Faithful Hound Freedom of Movement
5 Banishing Smite Steel Wind Strike
6 Blade Barrier
 

Hard to Escape


  Your Sentient blade has bestowed the Thorn Whip cantrip upon you. This does not count against your cantrips known. If you do not have the Eldritch Blast cantrip, then as well as the normal effects that the cantrip provides, you also get:
  • Level 5 you may add your charisma modifier to the damage roll(s)
  • Level 11 the cantrip's range increases to 90 ft
  • Level 17 when you attack with your Thorn Whip, you may choose 2 targets for the attack


 

Hexblade’s Curse


  Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:  
  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
  • You can’t use this feature again until you finish a short or long rest.
 

Hex Warrior


  At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with shields, and martial weapons.
  Additionally, you may add your Cha mod on top of your dex mod to your initiative rolls.
  The influence of your patron also allows you to mystically channel your will through a particular weapon. Your sentient weapon bestows it's combat knowledge from it's previous users. You gain a fighting style. the options to choose from are:
  • Archery You gain a +2 bonus to attack rolls you make with ranged weapons.
 
  • Blind Fighting You have Blind Sense within a range of 10 feet.withing that range you can effectively see anything that isn’t behind total cover even if you are blinded or in darkness. Moreover, you can successfully see invisible creatures within that range unless the creatures successfully hide from you.
 
  • Defense While you are wearing armor, you gain a +1 bonus to AC.
 
  • Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
 
  • Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
 
  • Interception When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
 
  • Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
   
 

Eldritch Invications


In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
    At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.
    Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
    If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Pact of the Blade


Level 3 You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
With this weapon, you can use your Charisma Modifier for your weapon attack and damage rolls instead of your strength or dexterity modifiers. You also gain Profisciency with Medium armor.
You also gain the Druidic Warrior fighting style.
  Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
    You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

ASI or Feat

  Levels 4, 8, 12, 16, and 19 You may Choose to put 2 plus 1's each into 2 abilitiy scores, Put both plus 1's in 1 ability score, or Take a feat from the feats list.

The Gift I Give To You


  At level 5, you may regen 1 spell slot with a call to your patron. You channel for 1 minute dropping any spells you are concentrating on. You may still cast spells, but concentration will not hold. Attacks will not stop your channel, but dropping to 0 hit points will stop the channel and you miss out on it. You may do this once per long rest. You may only channel to regenerate a used spell slot. You may not channel to get more spell slots than warlock has at that level.

Armor of Hexes

    Starting at 6th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

Master Of Hexes


    Beginning at 10th level, you can spread your Hexblade’s Curse from a slain creature to another creature. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated. When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature. When you pass the blade to a new target, the duration refreshes.
 

Mystic Arcanum (6th)


At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
  You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
    At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Mystic Arcanum (7th)


  At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the warlock spell list as this arcanum.
  You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
    At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Hextacular


  Starting at 14th level, your hexblade's curse now has a duration of 10 minutes. Also whenever you take a life, your weapon gets a skull charge put upon it. at 5 skull charges, you consume the charges and are imbued with temporary hit points equal to your warlock level + your prof mod + your Cha mod. Whenever your Hexblade's cursed target dies, your weapon gets a Heart charge put upon it. At 5 heart charges they are consumed and you add your charisma modifier of force damage to each attack made against your cursed target with your sentient weapon until the duration ends or you are incapacitated. This effect stacks until the curse ends.

No Refunds on Gifts


  At level 14, you get the ability to channel it to regenerate 2 spells. You may also channel to get your 6th level Arcanum slot back. This is a separate channel. Both instances can be used once per long rest. Again, you may only use this to regenerate the spell slots.

Mystic Arcanum (8th)


  At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the warlock spell list as this arcanum.
    You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
    At 17th level, you gain a 9th-level warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.
    Mystic Arcanum (9th)
  At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the warlock spell list as this arcanum.
    You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
    You regain all uses of your Mystic Arcanum when you finish a long rest.

Can't Turn Back Now


At level 20 you may channel to regen all 4 spell slots back. You can do this once per long rest. After this, you may still channel to get regen 2 spell slots back. This may happen once per Long rest. You may also regenerate your 6th and 7th arcanum slots. Those are individual channels and come back on a long rest. These all may only be used to regenerate your spell slots and not to add spell slots


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) a dungeoneer’s pack
  • Leather armor, any simple weapon, and two daggers

 


Spellcasting

Pact Magic Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.
          Cantrips You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.
          Spell Slots The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
          Spells Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
          Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
            Spellcasting Ability Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier
          Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.


LevelMilestoneProf. BonusFeaturesCantrips KnownSpells KnownSpell SlotsSlot LevelEldritch Invocations Known
1A2Pact Magic; Expanded Spell List; Hard to Escape; Hexblade's Curse; Hex Warrior2211st0
2B2Eldritch Invocations2321st2
3C2Pact of the Blade2422nd2
4D2ASI or Feat3522nd2
5E3The Gift I Give To You3323rd3
6F3Armor of Hexes3723rd3
7G3-3824th4
8H3ASI or Feat3924th4
9I4-31025th5
10J4Master of Hexes41025th5
11K4Mystic Arcanum (6th)41135th5
12L4ASI or Feat41135th6
13M5Mystic Arcanum (7th)41235th6
14N5No Refunds on Gifts; Hextacular41235th6
15O5Mystic Arcanum (8th)41335th7
16P5ASI or Feat41335th7
17Q6Mystic Arcanum (9th)41445th7
18R6-4145th8
19S6ASI or Feat41545th8
20T6Can't Turn Back Now41545th8

Created by

Lord Retrospect.

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